RenleyRenfield
Adventurer
Indeed, that is very much what I was thinking in that regard.I think the place to start is, as the GM, to set generative consequences as part of adjudication before the player rolls. That doesn't escape the gravity of the rules as RAW and means that you aren't dropping gotchas on the players.
So - "If you fail the persuasion check there is a chance the merchant will call for his guards" or whatever.
So ... I still am not sure the question this thread is asking. Ideas?
Again, is this just a "how to different systems do this? are some more explicit in this?" or some other question?

